提交 dd7bd0f2 编写于 作者: M Mr.doob

Examples: Improved games_fps.

上级 98f4e4c6
......@@ -7,7 +7,11 @@
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">Octree threejs demo - basic collisions with static triangle mesh<br />WASD to move, space to jump, use mouse to throw balls and move the camera.</div>
<div id="info">
Octree threejs demo - basic collisions with static triangle mesh<br />
MOUSE to look around and to throw balls<br/>
WASD to move and SPACE to jump
</div>
<div id="container"></div>
<!-- Import maps polyfill -->
......@@ -31,29 +35,26 @@
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
import { Octree } from './jsm/math/Octree.js';
import { OctreeHelper } from './jsm/helpers/OctreeHelper.js';
import { Capsule } from './jsm/math/Capsule.js';
import { GUI } from './jsm/libs/lil-gui.module.min.js';
const clock = new THREE.Clock();
const scene = new THREE.Scene();
scene.background = new THREE.Color( 0x88ccff );
scene.background = new THREE.Color( 0x88ccee );
scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.rotation.order = 'YXZ';
const ambientlight = new THREE.AmbientLight( 0x6688cc );
scene.add( ambientlight );
const fillLight1 = new THREE.DirectionalLight( 0xff9999, 0.5 );
fillLight1.position.set( - 1, 1, 2 );
const fillLight1 = new THREE.HemisphereLight( 0x4488bb, 0x002244, 0.5 );
fillLight1.position.set( 2, 1, 1 );
scene.add( fillLight1 );
const fillLight2 = new THREE.DirectionalLight( 0x8888ff, 0.2 );
fillLight2.position.set( 0, - 1, 0 );
scene.add( fillLight2 );
const directionalLight = new THREE.DirectionalLight( 0xffffaa, 1.2 );
const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
directionalLight.position.set( - 5, 25, - 1 );
directionalLight.castShadow = true;
directionalLight.shadow.camera.near = 0.01;
......@@ -68,20 +69,20 @@
directionalLight.shadow.bias = - 0.00006;
scene.add( directionalLight );
const container = document.getElementById( 'container' );
const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.VSMShadowMap;
const container = document.getElementById( 'container' );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
container.appendChild( renderer.domElement );
const stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
const GRAVITY = 30;
......@@ -91,8 +92,8 @@
const STEPS_PER_FRAME = 5;
const sphereGeometry = new THREE.SphereGeometry( SPHERE_RADIUS, 32, 32 );
const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0x888855, roughness: 0.8, metalness: 0.5 } );
const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xbbbb44 } );
const spheres = [];
let sphereIdx = 0;
......@@ -105,7 +106,11 @@
scene.add( sphere );
spheres.push( { mesh: sphere, collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ), velocity: new THREE.Vector3() } );
spheres.push( {
mesh: sphere,
collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
velocity: new THREE.Vector3()
} );
}
......@@ -137,7 +142,7 @@
} );
document.addEventListener( 'mousedown', () => {
container.addEventListener( 'mousedown', () => {
document.body.requestPointerLock();
......@@ -147,7 +152,7 @@
document.addEventListener( 'mouseup', () => {
throwBall();
if ( document.pointerLockElement !== null ) throwBall();
} );
......@@ -422,7 +427,7 @@
if ( child.material.map ) {
child.material.map.anisotropy = 8;
child.material.map.anisotropy = 4;
}
......@@ -430,6 +435,18 @@
} );
const helper = new OctreeHelper( worldOctree );
helper.visible = false;
scene.add( helper );
const gui = new GUI( { width: 200 } );
gui.add( { debug: false }, 'debug' )
.onChange( function ( value ) {
helper.visible = value;
} );
animate();
} );
......
examples/screenshots/games_fps.jpg

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examples/screenshots/games_fps.jpg

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examples/screenshots/games_fps.jpg
examples/screenshots/games_fps.jpg
examples/screenshots/games_fps.jpg
examples/screenshots/games_fps.jpg
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